Fixes:
- Lighting system bandaid: Lighting overlays can't go below 0 lum ever
- -tg- shuttles now use changeTurf() and forceMove() appropriately
- forceMove() actually bothers to update lighting now
- Fixed teleportlocs including prohibited areas. Sorry wizards, no more
area teleporting to Central Command.
Misc changes:
- Moved the emergency shuttle stuff to the modules/shuttles/ folder
- Moved the cargo shuttle stuff to the modules/shuttles/ folder
Features:
- Added nukeops assault-pod. Nuke ops may purchase a destination setter
for 30 telecrystals.
The assault pod is a shuttle, equipped with 8 turrets that use
weakbullet3. When an area is selected, a destination will be randomly
placed in one of the turfs in that area. The pod will gib anyone
standing in the area where it lands, and overwrite any turfs.
- Integrates Volundr's btime library and associated process scheduler
changes.
- btime is implemented separately from the process scheduler, as precise
time measurement is also useful elsewhere.
- `TimeOfHour` is no longer internally throttled; throttling is instead
done by `SCHECK`.
- If btime's `gettime` cannot be called at world startup, an error will
be output and the world will stop.
- Retains the change to schedule processes according to game time,
rather than real time.
- Removes the (now unused) update queue files.
- Removes the process scheduler testing files.
- These are standalone tests for the process scheduler, completely
unrelated to its use in the full codebase. We never used them.
- Moves the process scheduler defines into __DEFINES.
- Makes the lighting process run once before the round starts.
- Renames `scheck` to `sleepCheck`, to ensure any code that tries to use
`scheck` will fail to compile.
- Adds `SCHECK` and `SCHECK_EVERY` macros that skip calling `sleepCheck`
entirely until a specified number of `SCHECK`s (50 by default) have been
called.
- Makes most processes iterate using their `last_object` variable,
allowing hang recovery to show the type that caused the hang.
- Makes processes output an error when they filter out a type they
refuse to process.
- Rolls the recently-added alarm subsystem into the alarm process.
- Removes the now unused subsystems code.
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
This commit adds a small sanity check to the falloff calculations of
lights, to prevent them from dividing by 0. This may cause undiscovered
strangeness, but strangeness is better than filling the runtime log.
This commit also fixes the supply shuttle, which was not spawning any
ordered items. It did this because it had a very basic contents.len check
which the lighting overlays triggered. The sanity check to not spawn stuff
on top of other stuff is now a for(atom) loop on the turfs, which has
snowflake checks for lights and lighting overlays.